Terrantor!!! Wrote:Being a big fan of pixel art, I'd be down for any of the above. One thing that makes flash real powerful is it's bitmap API. I'm still figuring it out, though. I figure we can use vx ace base sprites and layer clothes and qualities and shit. Was wondering where a good tutorial is that can tell me from machine code up how bitwise operators work.
Copy that, aisy. I will prob have the new game button set all char stats to default, add a char create child as an overlay to the char viewer. When the user is satisfied with his results, he can finalize and move to frame 2 (reserved for cutscenes) upon a few choices made during battle with space pirates, the player's starting location and battle stats will be established. We then move to frame 3 where gameplay occurs. Sound good?
package char{
import char.NPC;
class Enemy extends NPC{
private static var active:Boolean=false;
function Enemy(){
this.addEventListener(Event.ENTER_FRAME,activeTrack);
}
private function activeTrack(){
if(active){
this.miniui.visible=true;
}else{
this.miniui.visible=false;
}
}
}
}
package char{
import char.NPC;//you guys have to do char.NPC? since your in the char package, can't you just do NPC?
class Enemy extends NPC{
private static var active:Enemy = null;//this will store the current Enemy object for the GUI to keep open.
//private static var guiNPC ... this is a vector
function Enemy(){//start Enemy
//... add this object to the vector. Also i assume this is a constructor.... so why is it called a function?
}//end Enemy
//when you open up a GUI you'll call this method.
private static function SetNewActive(Enemy e){
active = e;
//ned a command to open a GUI window or at least queue it up.
filter();//i couldn't come up with a better name.
}
private static function filter{
/*
this method will contain a for loop or a foreach loop
The loop will go through and check if each enemy object not equeal to active.
if true, then close that objects GUI.
else does not matter.
I'll assume possible preformenc issues will happen because of heavy loop usage...
*/
}
static function closeGUI(){
//... does code to close just the GUI for this objects GUI.
}
private function activeTrack(){
if(active){
this.miniui.visible=true;
}else{
this.miniui.visible=false;
}
}
}
}
Duplicity Wrote:Are we going to have sprites displayed the whole time? Or just in town centres?
I think it would be cool to have sprites for most enemies, even if they only look vaguely similar and store them in a kind of pokedex device. To hold information on the enemy/NPC. Location, average level and gender. We still need a page to hold the locations of NPC's once met.
You could even go one better and have them displayed while you are at the location. Only being displayed when you have discovered them. Hovering over them would display the name, average level and gender, but nothing else.
Yes/No?
I realise this is a text game with some graphical additions. So if you think it is going too far away from the game concept then forget the idea.
If you guys don't want it, Terrantor is welcome to use the idea for his half mentioned game idea.
BlueLight Wrote:Been thinking of making some design documents for some other stuff. For instance programmer stand put we need a new document for the structure so we don't step of each other toes. Not so much features but we need to have a idea what classes are where, when we're referencing a class and what methods each class will have along with any variables.
I think we need a document for writing scene. Something that's easy to modify but gives a basic structure that we expect them to use normally.
For instance we could write a document that had all the possible race modifiers as if statements. Not sure how to really handle and this is something i don't think I or the programmers have enough experience with to really make; might not be possible until we see how we use our engine.
Duplicity Wrote:
Do you think we could have, or need a parser for the environ?
Duplicity Wrote:So maybe some enemies will be located in certain areas. Like bermuda graveyard or whatever. These specifically located enemies can have their scenes hard written with only player parser code needed.
Duplicity Wrote:But I imagine there will be some enemies who will be prevalent in the game. So when the loser falls to the ground, what if they are in a swamp? Or a desert?
Duplicity Wrote:Having the loser fall to the ground when in a swamp may be technically right, but who calls the muddy marshes of a swamp ground?
So instead of having to depend on vague descriptions of the environment while writing the sex scene. You could have %ground which would describe the ground depending on the area and supply the needed description of the ground.
You could even have %environ which would give a little description of the environment
The %ground would act as the end of a sentence. So you could write.
"The player fell to the %ground."
With the parser.
Swamp would = The player fell to the marshy ooze with a sqeulch.
Desert would = The player fell to the hot sands.
Is there already a time code to change the text on the time of day. Night/day cycles will be a big part of the game.
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